/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#ifndef Spine_Animation_h
#define Spine_Animation_h

#include <spine/HashMap.h>
#include <spine/MixBlend.h>
#include <spine/MixDirection.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Vector.h>

namespace spine {
class Timeline;

class Skeleton;

class Event;

class SP_API Animation : public SpineObject {
    friend class AnimationState;

    friend class TrackEntry;

    friend class AnimationStateData;

    friend class AttachmentTimeline;

    friend class ColorTimeline;

    friend class DeformTimeline;

    friend class DrawOrderTimeline;

    friend class EventTimeline;

    friend class IkConstraintTimeline;

    friend class PathConstraintMixTimeline;

    friend class PathConstraintPositionTimeline;

    friend class PathConstraintSpacingTimeline;

    friend class RotateTimeline;

    friend class ScaleTimeline;

    friend class ShearTimeline;

    friend class TransformConstraintTimeline;

    friend class TranslateTimeline;

    friend class TwoColorTimeline;

public:
    Animation(const String &name, Vector<Timeline *> &timelines, float duration);

    ~Animation();

    /// Applies all the animation's timelines to the specified skeleton.
    /// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
    void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
               MixBlend blend, MixDirection direction);

    const String &getName();

    Vector<Timeline *> &getTimelines();

    bool hasTimeline(int id);

    float getDuration();

    void setDuration(float inValue);

private:
    Vector<Timeline *> _timelines;
    HashMap<int, bool> _timelineIds;
    float _duration;
    String _name;

    /// @param target After the first and before the last entry.
    static int binarySearch(Vector<float> &values, float target, int step);

    /// @param target After the first and before the last entry.
    static int binarySearch(Vector<float> &values, float target);

    static int linearSearch(Vector<float> &values, float target, int step);
};
} // namespace spine

#endif /* Spine_Animation_h */
